/*
 * This file is part of the Try! Engine project.
 *
 * Copyright 2010-2011 Emanuele Bertoldi. All rights reserved.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *
 * You should have received a copy of the modified BSD License along with this
 * program. If not, see <http://www.opensource.org/licenses/bsd-license.php>
 */

#include "logic.h"
#include <cameracontroller.h>
#include <motionstate.h>
#include <rigidbody.h>
#include <model3d.h>
#include <lightemitter.h>
#include <scenetransformable.h>
#include <application.h>

int main(int argc, char** argv)
{
    Logic app_logic;

    Try::Application app(&app_logic);

    // Set a camera to render the scene...
    Try::RenderWindow* win = app.window();
    Try::CameraNode camera("Camera", "pipelines/forward.pipeline.xml", win->width(), win->height(), 45.0f);
    win->setActiveCamera(&camera);

    // ...then add a ground...
    Try::Object env("Environment");
    Try::Model3D env_model(&env, "models/platform/platform.scene.xml");
    env_model.setPosition(Vector3(0, -2, -10));
    btCollisionShape* plane_shape = new btStaticPlaneShape(btVector3(0,1,0),0);
    btRigidBody* plane_body = new btRigidBody(0, new Try::MotionState(env_model.sceneNode()), plane_shape);
    plane_body->setRestitution(0.1);
    plane_body->setFriction(0.8);
    Try::RigidBody env_body(&env, plane_body);

    // ...a falling object...
    Try::Object ball("Ball");
    Try::Model3D ball_model(&ball, "models/sphere/sphere.scene.xml");
    ball_model.setPosition(Vector3(0, 3, -10));
    btCollisionShape* sphere_shape = new btSphereShape(1);
    btRigidBody* sphere_body = new btRigidBody(1, new Try::MotionState(ball_model.sceneNode()), sphere_shape);
    sphere_body->setRestitution(8);
    sphere_body->setFriction(0.6);
    Try::RigidBody ball_body(&ball, sphere_body);

    // ...and also a light.
    Try::Object light("Light");
    Try::LightEmitter light_emitter(&light, light.name());
    light_emitter.setPosition(Vector3(0, 20, 50));

    app_logic.watchObject(&ball);

    return app.run();
}
